Celebrim
Legend
At the risk of introducing a buzzword into the discussion, this is why simulations is an important consideration to maintain in terms of game design, as it dovetails strongly with world-building.
To put this in Forge-speak terms, the way I tend to think about this is considering these simulationist elements in your game design basically never harms a gamist or narrativist agenda. For example, if you feel the need to give magic users an at will magical attack, as long as you considered gamist elements like combat balance you aren't going to strongly impact simulation as armies of magic users wouldn't necessarily be inherently better than armies of other classes. Maybe you provide for the existence of armies of other classes, but you don't demand it. Likewise, it's not like the simulationists are going to demand you ignore game balance, because ignoring game balance also impacts the simulation. Nor does having internally consistent setting logic harm the ability to tell an exciting story, and indeed I'd argue that it tends to help it by helping you avoid fridge logic that shows up so much in bad writing where the writer introduces technobabble and deus ex machina as a way to write themselves out of writing traps that the retroactively undermine the story.
But if you ignore the simulation, you not only don't help your other agendas, but are removing a pillar of play from your system that can't easily be replaced. You no longer have a game system that can service the agendas of diverse tables, and I'd argue that what tends to make a game system enduring is its ability to accommodate different agendas by adopting different processes of play.